I'm testing Chrome 15.0.874.106m on a dual-core 2.8 GHz Pentium Windows 7 system with 4 GB RAM (and a highly accelerated video card with lots of memory) and I'm testing FireFox 7.0.1 on a single-core 1.6 GHz Athalon Windows Vista Laptop with 2 GB RAM. Yet the FireFox system is outperforming the Chrome system by about 10 times (10 times the FPS by my visual estimation).
Most of the posts I see are experiencing slower performance on FireFox and Chrome doing alright, but here I seem to have a severely reversed case. Any ideas on what could be responsible for this? The HTML file (single file, no dependencies) I'm testing is about 33 MB (16 MB compressed) and is available here.
This is a follow up to HTML5 canvas performance on small vs. large files.
I have discovered chrome://tracing which helped me acquire these profile results from running the problem file through the chrome profiler:
Edit: Results deleted, I got some new much more interesting results which I will describe in the new section (see below). End Edit
I also discovered the --show-fps-counter, which showed the scrolling running around 3.5 FPS. But I'm still not clear where the problem is.
I also found the --use-gl switch and tried desktop, egl and osmesa. The performance seemed to be best with osmesa, but only barely. I couldn't tell exactly how much because the show-fps-counter switch apparently doesn't work in conjunction with use-gl=osmesa. osmesa still doesn't perform nearly as well as FireFox on the other system.
Edit Continued: Thanks to a fluke in the event handling I somehow got into a mode where I could scroll the map without holding the mouse button down. To my shock and amazement, it was scrolling very smoothly! With a few additional edits (namely, removing the code that handles the mouseup event) I switched the code so that I never need to hold the button to scroll. Lo and behold, I can consistently scroll very smoothly so long as I am not holding down the mouse button. So I profiled/traced the behavior using chrome://tracing with and without holding the mouse button down. My results are below.
This is smooth scrolling without holding down the mouse button:
Selection summary: RenderWidget::OnHandleInputEvent : 1340.968ms 212 occurrences RenderWidget::InvalidationCallback : 7.867ms 27 occurrences RenderWidget::OnUpdateRectAck : 1.319ms 173 occurrences RenderWidget::OnSwapBuffersComplete : 129.018ms 173 occurrences V8EventListener::callListenerFunction : 1306.923ms 173 occurrences RenderWidget::DoDeferredUpdate : 120.033ms 204 occurrences EarlyOut_UpdateReplyPending : 0.004ms 4 occurrences EarlyOut_SwapStillPending : 0.181ms 165 occurrences CommandBufferHelper::WaitForToken : 8.358ms 3 occurrences WebViewImpl::layout : 1.24ms 190 occurrences CCLayerTreeHost::updateLayers : 34.726ms 173 occurrences CCLayerTreeHost::commitTo : 24.426ms 173 occurrences CCLayerTreeHostImpl::drawLayers : 24.483ms 173 occurrences LayerRendererChromium::present : 8.434ms 173 occurrences EarlyOut_NoPendingUpdate : 0.018ms 17 occurrences CommandBufferProxy::FlushSync : 8.307ms 3 occurrences CCLayerTreeHost::updateLayers::calcDrawEtc : 15.871ms 173 occurrences LayerRendererChromium::drawLayers : 23.441ms 173 occurrences RenderWidget::OnSwapBuffersPosted : 0.185ms 173 occurrences RendererGLContext::SwapBuffers : 4.431ms 173 occurrences LayerRendererChromium::drawLayersInternal::calcDrawEtc : 10.783ms 173 occurrences GpuCommandBufferStub::OnFlush : 7.581ms 3 occurrences GpuCommandBufferStub::OnAsyncFlush : 2825.339ms 352 occurrences GpuCommandBufferStub::OnEcho : 0.83ms 173 occurrences GpuScheduler:PutChanged : 2823.239ms 355 occurrences GLES2DecoderImpl::HandleTexImage2D : 5.779ms 6 occurrences GLES2DecoderImpl::HandleTexSubImage2D : 1.784ms 3 occurrences GLES2DecoderImpl::HandleSwapBuffers : 2387.561ms 173 occurrences GLContext::SwapBuffers : 2384.623ms 173 occurrences ScheduledAction::execute : 2.453ms 16 occurrences v8.compile : 1.037ms 14 occurrences v8.run : 3.142ms 14 occurrences EarlyOut_NotVisible : 0.021ms 14 occurrences RenderWidgetHost::ForwardMouseEvent : 7.465ms 538 occurrences RenderWidgetHost::OnMsgInputEventAck : 5.218ms 212 occurrences RenderWidgetHost::OnMsgUpdateRect : 4.172ms 173 occurrences RenderWidgetHost::ForwardInputEvent : 4.551ms 212 occurrences *Totals : 13535.811ms 5332 occurrences Selection start : 986.276ms Selection extent : 3320.488ms
And this is the choppy/slow scrolling when holding down the mouse button:
Selection summary: RenderWidget::OnHandleInputEvent : 3852.921ms 61 occurrences RenderWidget::InvalidationCallback : 4.549ms 61 occurrences RenderWidget::OnUpdateRectAck : 1.235ms 40 occurrences RenderWidget::OnSwapBuffersComplete : 20.684ms 40 occurrences V8EventListener::callListenerFunction : 357.075ms 39 occurrences RenderWidget::DoDeferredUpdate : 25.208ms 132 occurrences EarlyOut_SwapStillPending : 0.004ms 6 occurrences EarlyOut_UpdateReplyPending : 0.032ms 32 occurrences CommandBufferHelper::WaitForToken : 8.09ms 3 occurrences WebViewImpl::layout : 0.346ms 78 occurrences CCLayerTreeHost::updateLayers : 7.805ms 40 occurrences CCLayerTreeHost::commitTo : 4.727ms 40 occurrences CCLayerTreeHostImpl::drawLayers : 9.449ms 40 occurrences LayerRendererChromium::present : 1.122ms 40 occurrences EarlyOut_NoPendingUpdate : 0.038ms 38 occurrences CommandBufferProxy::FlushSync : 8.05ms 3 occurrences CCLayerTreeHost::updateLayers::calcDrawEtc : 3.694ms 40 occurrences LayerRendererChromium::drawLayers : 9.177ms 40 occurrences RenderWidget::OnSwapBuffersPosted : 0.035ms 40 occurrences RendererGLContext::SwapBuffers : 0.684ms 40 occurrences LayerTextureUpdaterCanvas::paint : 0.483ms 1 occurrences LayerTextureSubImage::uploadWithMapTexSubImage : 0.02ms 1 occurrences LayerRendererChromium::drawLayersInternal::calcDrawEtc : 2.329ms 40 occurrences GpuCommandBufferStub::OnFlush : 7.326ms 3 occurrences GpuCommandBufferStub::OnAsyncFlush : 226.88ms 121 occurrences GpuCommandBufferStub::OnEcho : 0.377ms 40 occurrences GpuScheduler:PutChanged : 230.2ms 124 occurrences GLES2DecoderImpl::HandleTexImage2D : 5.705ms 8 occurrences GLES2DecoderImpl::HandleTexSubImage2D : 2.057ms 4 occurrences GLES2DecoderImpl::HandleSwapBuffers : 113.857ms 40 occurrences GLContext::SwapBuffers : 113.377ms 40 occurrences ScheduledAction::execute : 12.708ms 83 occurrences v8.compile : 1.982ms 25 occurrences v8.run : 4.499ms 25 occurrences EarlyOut_NotVisible : 0.022ms 25 occurrences RenderWidgetHost::ForwardMouseEvent : 4.671ms 640 occurrences RenderWidgetHost::OnMsgInputEventAck : 1.102ms 61 occurrences RenderWidgetHost::OnMsgUpdateRect : 0.894ms 40 occurrences RenderWidgetHost::ForwardInputEvent : 1.527ms 61 occurrences *Totals : 5044.941ms 2235 occurrences Selection start : 956.043ms Selection extent : 6082.888ms
From this comparison, it looks to me like Chrome's OnHandleInputEvent implementation is eating up all the time here. What's going on?
The effect is visible, just not as pronounced even on much smaller/simpler projects. Here's an example that's only about 700K which is a much more manageable thing to test with than the 30+ MB project. If you click and drag you can see is scrolls slightly choppily, but if you release the mouse button it will continue scrolling much more smoothly.
On the one hand, canvas was fast enough on simple functions like pencil drawing due to native implementation of basic drawing methods. On the other hand, when we implemented classic Flood Fill algorithm using Pixel Manipulation API we found that it is too slow for that class of algorithms.
Internet Explorer is not supported by Canvas, and Microsoft Edge does not work well with Canvas and should be avoided. Mac users may find it easier to use Firefox rather than Chrome.
Edit: Issue was not down to the issues raised in this answer. I've also edited the code to be a little more informative.
BlueMonkMN: From this comparison, it looks to me like Chrome's OnHandleInputEvent implementation is eating up all the time here. What's going on?
The effect is visible, just not as pronounced even on much smaller/simpler projects. Here's an example that's only about 700K which is a much more manageable thing to test with than the 30+ MB project. If you click and drag you can see is scrolls slightly choppily, but if you release the mouse button it will continue scrolling much more smoothly.
Looking at your code (below), I can see that your event handler code is calling redraw methods (this is why a lot of the cpu time is spent in event handlers). All it should be doing is updating state. Your redraw should take place in your Game Loop, which would make it much easier to manage as a whole.
Consider removing the use of instanceof
in MapLayer.prototype.draw
and instead finding another way to get the frames. instanceof
is a costly operation, and there is often a much more elegant approach that does not require that. Some of those Tile/Map objects should be accessed through function calls rather than array indexes, then you can have more freedom on the type of object returned, frames can be updates, and that whole MapLayer.prototype.draw
method can be a lot cleaner.
Also, why is there a loop rendering every frame if typeof frames !== 'number'
? When debugging it tends to only be rendering two frames, but it stood out.
Again, you really ought to be rendering in the game loop, nothing major should ever take place in event handlers. And to make it easier, try constructing a benchmark for a single frame on jsperf.com, that way you will know how much time it spent in that function. And you can narrow down on the bottleneck by benchmarking different aspects of your code.
// Section of our code
function beginDrag(e) {
dragX = e.clientX;
dragY = e.clientY;
var srcEl = e.srcElement ? e.srcElement : e.target;
srcEl.onmousemove = processDrag;
return false;
}
// **Note** called on mouseout, not mouseup
function endDrag(e) {
var srcEl = e.srcElement ? e.srcElement : e.target;
srcEl.onmousemove = null;
}
function processDrag(e) {
e = e || window.event;
drag(e.clientX, e.clientY);
return false;
}
function drag(newX, newY) {
currentMap.scroll(currentMap.scrollX + newX - dragX, currentMap.scrollY + newY - dragY);
dragX = newX;
dragY = newY;
// --- this should not be executed during an event handler, draw takes place in game loop.
currentMap.draw(gameViewContext);
}
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